Toriality Posted November 11, 2022 Share Posted November 11, 2022 (edited) This is just an idea that I came up. Something that theorically could be implemented if DYOM wasnt abandoned. A new menu: Triggers. Triggers is an entity that can store an array of different functions. Just like any other entity inside DYOM, they have an ID and will be called after the current selected objective they were created/spawned in. This would solve some wanted features like Multiple Animations and Multiple Dialogs, and with a plus, they wouldn't break the deisgn and the essence of DYOM, also not stopping the retrocompatibility of the mod. This menu would appear in the main menu, below Objectives. And would have the following submenus hierarchy: - Triggers -- Add Trigger -- Edit Trigger -- Spawn Trigger -- Delete Trigger Note that unlike actors, vehicles and other entities, Triggers doesn't have a Hide function, because they will aways trigger after an objective and automatically hide after its tasks are completed. When Add Trigger is selected, a new submenu will be displayed. This submenu will have 16 + 1 new buttons (this number can be decreased/increased depending DYOM's original code limitations). Every button will have the text "Trigger X" while X being its number. And one button with text "Ready". Also, every button when selected will display another submenu with all the possible functions for a trigger. Something like that: --- Trigger 1 ---- None ---- Change Actor Animation ---- Add New Dialogue At start, all the 16 triggers will have None as default trigger function. If, for example, Change Actor Animation is selected, the user will be prompted to select the Actor (just like Cutscene > Follow Actor) and then the animation ID. After that, it will return to the Add Trigger submenu, the user will them choose if he wants to add more triggers, by selecting Trigger 2 or any other trigger, or edit the Trigger 1 with another function, or press "Ready" if satisfied with the results. When pressed Ready, a new Trigger entity will be created. In the above example, the trigger will only change animation of one actor. But you can also change 16 actors' animations, or something like that. For the dialogue function, when selected, the user will be prompted to set the duration of the dialogue (ie 6:00 seconds) and then a text that will be displayed. That way, you can have, for example, a Checkpoint objective that has 16 Dialogue triggers of 4 seconds each, and each Dialogue will be triggered after 4 seconds in the same Checkpoint objective. The original Checkpoint text won't be displayed. (Or maybe it will be displayed for ~200 ms since thats how long it takes for a new entity to be loaded in DYOM). Add Dialogue and Change Animation are just simple functions that I came up, but there are many other possibilities with this new Trigger function (if it ever existed). Edited November 11, 2022 by Toriality Detonario and SIZZZ 2 Link to comment Share on other sites More sharing options...
Guest Posted November 12, 2022 Share Posted November 12, 2022 Very good concept. I wish I could tell that to @Halter maybe it would be possible in DYOM IX who knows really. Link to comment Share on other sites More sharing options...
Rathard Posted November 14, 2022 Share Posted November 14, 2022 ah, i see we discovered triggers, finally we've advanced to the bronze age, maybe next we'll discover basic mathematic functions? lets say you have two switches and a math function thing, a door opens when the math function hits "2" and when you walk over to each switch it adds "+1" to the counter, once you walk over to both, you'll have 1+1=2, doors opens!!!! :DDDDD the wonders of modern technology SeanAlgerian 1 Link to comment Share on other sites More sharing options...
Rathard Posted November 18, 2022 Share Posted November 18, 2022 On 11/14/2022 at 2:32 AM, Rathard said: ah, i see we discovered triggers, finally we've advanced to the bronze age, maybe next we'll discover basic mathematic functions? lets say you have two switches and a math function thing, a door opens when the math function hits "2" and when you walk over to each switch it adds "+1" to the counter, once you walk over to both, you'll have 1+1=2, doors opens!!!! :DDDDD the wonders of modern technology didn't want to seem passive aggressive with this, your idea is of course great but Dyom has many underlining problems that have been around forever, triggers and all kinds of modern features would be great but dyom barely works as it is now, dyom is great as a simple mission editor, adding more and more sh*t on top and making it super complex would just create more problems for everybody, you need to let go one day Link to comment Share on other sites More sharing options...
Toriality Posted November 18, 2022 Author Share Posted November 18, 2022 3 hours ago, Rathard said: but Dyom has many underlining problems that have been around forever Could you name a few? Link to comment Share on other sites More sharing options...